Ex3B

Content Count

308

Joined

May 8, 2017

Last visited

Tuesday at 07:50 PM

Medals

Community Reputation

144Excellent

About Ex3B

Rank

Staff Sergeant

Contact Methods

Biography

American from California. Did graduate studies in Switzerland, got a PhD in cell biology, married to a Swiss woman, currently live in Geneva. Hobbies include or included archery, firearms (but I'm not a right-wing Republican!!!), and hanggliding.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Updated:
changed the cockpit so that the textures aren't distorted.
Made the 2nd RPM gauge indicate engine vector, so you don't need to go in 3rd person view to see that
Added a less stealthy STOVL variant with external weapon pylons.
Made the underside lighter, so its dark on top, lighter on the bottom.

I could swear at one point the GM6 Lynx (particularly with APDS ammo) and HMGs could disable the turret of a Gorgon or a BTR Kamysh. Even a M320 LLR could disable it (I think the SPMGs would work too)... yet in my recent testing post Tanks DLC, HMGs (standard and NSV-T) and the GM6 with APDS couldn't disable it.
I even made some mod HMGs firing APDS rounds and the normally unused 127x99 SLAP rounds. They were effective at disabling Marshal turrets, Mora turrets, Rhino guns, the HMG/GMG turrets of MRAPs/Panthers/Marids, but the gorgon and Kamysh seem completely immune to being disabled by HMGs, APDS rounds, and even the 20mm AP rounds of the Nyx's autocannon
* for the record, I was trying to find out what kind of armored units could be taken on by various airmobile or amphibious units. Even giving CSAT units 127x108mm APDS machine guns, they can't take on a gorgon... :/

I agree, the selection for the gun seems pretty dumb... Heat and APFDS... APFDS is a dumb choice, Heat isn't great, HE-frag is needed.
https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons
I wonder if its better to just replace the
cannon_105mm_VTOL_01
with
cannon_105mm
but then I think the aiming is different

If they are perpendicular to the ground... if they are parallel, they can be reasonably stealthy like flying wings... otherwise what would have been the point of the RAH-66
already stated in what you were replying to "overall the tilt mechanism may be heavier"
There's nothing inherent in the tiltwing design that stops them from having larger rotors. Rotor diameter is limited by clearance from the ground, which is mitigated by tilting the rotors (in a tiltwing design, then the whole wing)... which then leads to a limit of how far the engine is from the fuselage.
None of these are specific or not solvable with tilt-wings.
Anyway, the downwash is still not as bad as a harrier or F-35B, but yea, its not trivial.

I'm excited about this, but I wonder if the ship needs to use a dock to load and unload vehicles, or of the ramp can extend to allow loading and unloading from the shore (I'm guessing not).
Can it load tanks? I notice there are support columns in the cargo bay, and maybe tanks are too wide?
It could be a pretty cool scenario where infantry (deployed by helo/vtol, from the same ship) needs to secure a harbor to allow the armor to roll off of this thing.
I hope that Altis flag is a separate texture, and the texture can be swapped to allow any side to use this ship - its too cool to leave to just 1 side... every side could use a boat like this... but a revival of the old Fast-Sea-Frame mod (with ViV, allowing marshalls to be carried instead of boats) could be a fun complement (would still need something for CSAT then)

It looks cool, but I have a hard time imagining that it could be very stealthy. Rotors forward, those blades nearly perpendicular to the ground are going to give it a large RCS from the front.
Maybe it would be more stealthy when hovering, except those nacelles when extended and open probably also have a large RCS. I think tiltrotors won't be very stealthy (not that they can't have their RCS reduced some, and gain some benefit)
I still like the old-tiltwing concept. Its aerodynamically more efficient in a hover (the wing interferes with the downwash less), although I guess overall the tilt mechanism may be heavier.
https://en.wikipedia.org/wiki/LTV_XC-142
Back in the 60s we had something that would work like the osprey today, the services just weren't interested in it:
And of course, there were other tilt-wings, this one also comes from the 60s:

The clearest example with vanilla assets can be made by using certain walls that aren't meant to be walked on as bridges/placing them horizontally (I did this in Georgetown to try and make a walkway between 2 skyscrapers... couldn't use horizontal walls, had to use pavement pieces), or the fishing trawler.

I realize this is an old thread, but I have a very similar question...
I' trying to make an armored suit for NATO that would be similar in performance to the Viper suit+Helmet.
Here is my config:
I can't get the helmet, the soldier, or the uniform to show up... can any one spot what is wrong with my config?
*edit, my genius-arsch had the file extension wrong (.cfg instead of .cpp)
Still, I get the following errors:
noentry 'bin\config.bin/CfgWeapons/ItemInfo.scope'
error: creating weapon UniformItem with scope=private
noentry 'bin\config.bin/CfgWeapons/UniformItem.displayName'
The helmet shows up, the soldier shows up with the uniform, but I can't assign the uniform to others, adn it doesn't show up in inventory

I would like to use the USS liberty as a CSAT ship... I can change the flag to a CSAT one, have no ship name (or MICDONALS for laughs), use CSAT helos.... I can put CSAT soldiers in empty spartans/centurions/praetorians.... but if I want fire support from the ship cannon and cruise missiles, how would I script that so that I can use my drone terminal to give me fire support?

To do that, you need to install arma 3 tools, write a config file to over write the standard guns caliber and hit values (or increase its velocity), then use addon builder to make that into a .pbo, then load that .pbo file as a mod.

So I noticed, years after Arma 3 has been out, there are still very few mods for an F-35B, and none are standalone.
I think my F-35B port is not bad at the moment, much better than when I first uploaded it and shared in the addons discussion forum, so I figured I'd make a thread in the "complete" forum, although I still plan on tweaking it.
https://steamcommunity.com/workshop/filedetails/?id=1583193287
So I started with a port of the Arma 2 F-35 (ie an X-35 model), and updated it. Its got working radar/sensors, stealth properties, dynamic loadouts, partially configured hitpoints, and a pilot camera.
I've made the model more F-35 like, and less X-35 like (such as the lift fan cover, a bump on the nose for the EOTS, a sawtooth edge on the tailpipe, a changed canopy, etc).
Early version showing the sawtooth edge:
I've also given it much more capabilities than Arma 2's loadout. Maximum A2A loadout is now 6 missiles
As the AGM-88C (C!!! wtf, the E model was already around in 2018) is too big, I made a smaller and weaker ARM, the ALARM (Advanced Light Anti Radiation Missile). 2 hits are needed to disable/destroy a Tigris (in testing, the crew is able to bail before the tigris goes up in flames after the 2nd hit, and survive).
Each of the two outer pylons supports: 1x Bim-9x/1xASRAAM/1xAMRAAM D/1xALARM/1x12 DAR Pod/1x12DAGR pod
Each of the two inner pylons supports: 1-2x AMRAAM D/1x ALARM/4x SDB/4x Scapel/1x GBU-12/1x CBU-85
It has an internal 20mm gatling gun with 300 rounds
I had thought about giving it a 25mm internal gun (files for such are in game, but not well balanced)- however for a space and weight limited V/STOL model, a smaller 20mm cannon makes more sense. Also since it can fire rockets for use in CAS, a heavier hitting cannon isn't needed so much for taking out armored targets.
Therefore it gets the same 20mm cannon as the blackfoot - which should be a 3 barrel version of the good old M61 Vulcan, "the world's lightest 20 mm Gatling cannon".
Top speed is the same as the Black Wasp for now (I think I'll scale it back a little*). Radar stealth and range is the same as the black wasp. Its IR stealth is a 20% reduction in detection range (a 0.8 multiplier). Its IR sensor is the same as that found on the A-164 wipeout, except not limited to view distance settings (I don't know why they do that for vanilla assets *).
* The F-35 and the F-18 have similar top speeds, but both are significantly slower than the F-22. If the F-181 is supposed to be a F-18/F-22 hybrid, then it should be faster than the F-35
I also found the pilot view in the F-35 from Arma 2 to be too obstructive, so I changed it to improve the field of view.
(its an old pic, but the geometry is more or less the same, the default gun has changed, the CM magazine size, and the sensors as well)
Fictional lore for the F-35F in armaverse:
These pics are a little out of date (textures have been darkened, but they show the basics:
I welcome feedback.

Well to change that stuff, you need to install arma 3 tools. There are tutorials out there, but I haven't found any really good, focused ones for the type of stuff I want (like vehicle editing, most of the ones I saw start with retexturing stuff). I only recently learned how to started editing stuff.
https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#armor_.28integer.29
As for firepower, that requires modifying the weapon or the magazine that the weapon uses.
However, there is a simpler solution for modifying the firepower... just use the
https://community.bistudio.com/wiki/addMagazineTurret
or
https://community.bistudio.com/wiki/addWeaponTurret
command in the init field of the Kuma that you placed. Give it the weapon cannon_125mm_advanced ... which should be an upgrade over its cannon_120mm_long.
example:
This would replace the 120mm gun on the Kuma with the 125mm gun of the Angara, and add magazines for the 125mm gun (including AT missiles, that by default aren't used)
If you stick with the 120mm cannon, you can add AT missiles, and it should be a bit simples:
this addMagazineTurret ["4Rnd_120mm_cannon_missiles",[0]]; this addMagazineTurret ["4Rnd_120mm_LG_cannon_missiles",[0]];
This should give the Kuma access to 2 types of AT missiles, one of which is the type that the Rhino uses, which can be fired via data link without line of sight.
Alternately, you could even use the addWeaponTurret command to give the Kuma the 30mm gatling cannon found on the A-164, which would also be quite potent.
You can do a lot to change "firepower" with simple scripts like this to add/swap weapons - but editing armor values, speed, and the values of the weapons themselves is more complicated.

So I just realize I was always testing with the P: drive mounted, and my files contained paths to the textures in the P drive.
When I started up the game without doing any modding first, and just used my mod, the textures didn't load...
fixing the texture paths now... I guess anyone else using the mod didn't say anything because I labelled it as WIP...

Updated... fixed the ejection seat, added engine exhaust effects... There's now an entry under tanoan forces too
I just wish I knew why it gets a reddish hue when viewed from afar (ie, why its tinted red at lower LODs)...
Also throwing up a WIP little package for CSAT to help them in their aerial attacks:
https://steamcommunity.com/sharedfiles/filedetails/?id=1610790074